HalftoneShader.js 8.5 KB

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  1. /** @module HalftoneShader */
  2. /**
  3. * RGB Halftone shader.
  4. *
  5. * Used by {@link HalftonePass}.
  6. *
  7. * Shape (1 = Dot, 2 = Ellipse, 3 = Line, 4 = Square)
  8. * Blending Mode (1 = Linear, 2 = Multiply, 3 = Add, 4 = Lighter, 5 = Darker)
  9. *
  10. * @constant
  11. * @type {Object}
  12. */
  13. const HalftoneShader = {
  14. name: 'HalftoneShader',
  15. uniforms: {
  16. 'tDiffuse': { value: null },
  17. 'shape': { value: 1 },
  18. 'radius': { value: 4 },
  19. 'rotateR': { value: Math.PI / 12 * 1 },
  20. 'rotateG': { value: Math.PI / 12 * 2 },
  21. 'rotateB': { value: Math.PI / 12 * 3 },
  22. 'scatter': { value: 0 },
  23. 'width': { value: 1 },
  24. 'height': { value: 1 },
  25. 'blending': { value: 1 },
  26. 'blendingMode': { value: 1 },
  27. 'greyscale': { value: false },
  28. 'disable': { value: false }
  29. },
  30. vertexShader: /* glsl */`
  31. varying vec2 vUV;
  32. void main() {
  33. vUV = uv;
  34. gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
  35. }`,
  36. fragmentShader: /* glsl */`
  37. #define SQRT2_MINUS_ONE 0.41421356
  38. #define SQRT2_HALF_MINUS_ONE 0.20710678
  39. #define PI2 6.28318531
  40. #define SHAPE_DOT 1
  41. #define SHAPE_ELLIPSE 2
  42. #define SHAPE_LINE 3
  43. #define SHAPE_SQUARE 4
  44. #define BLENDING_LINEAR 1
  45. #define BLENDING_MULTIPLY 2
  46. #define BLENDING_ADD 3
  47. #define BLENDING_LIGHTER 4
  48. #define BLENDING_DARKER 5
  49. uniform sampler2D tDiffuse;
  50. uniform float radius;
  51. uniform float rotateR;
  52. uniform float rotateG;
  53. uniform float rotateB;
  54. uniform float scatter;
  55. uniform float width;
  56. uniform float height;
  57. uniform int shape;
  58. uniform bool disable;
  59. uniform float blending;
  60. uniform int blendingMode;
  61. varying vec2 vUV;
  62. uniform bool greyscale;
  63. const int samples = 8;
  64. float blend( float a, float b, float t ) {
  65. // linear blend
  66. return a * ( 1.0 - t ) + b * t;
  67. }
  68. float hypot( float x, float y ) {
  69. // vector magnitude
  70. return sqrt( x * x + y * y );
  71. }
  72. float rand( vec2 seed ){
  73. // get pseudo-random number
  74. return fract( sin( dot( seed.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );
  75. }
  76. float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {
  77. // apply shape-specific transforms
  78. float dist = hypot( coord.x - p.x, coord.y - p.y );
  79. float rad = channel;
  80. if ( shape == SHAPE_DOT ) {
  81. rad = pow( abs( rad ), 1.125 ) * rad_max;
  82. } else if ( shape == SHAPE_ELLIPSE ) {
  83. rad = pow( abs( rad ), 1.125 ) * rad_max;
  84. if ( dist != 0.0 ) {
  85. float dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );
  86. dist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;
  87. }
  88. } else if ( shape == SHAPE_LINE ) {
  89. rad = pow( abs( rad ), 1.5) * rad_max;
  90. float dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;
  91. dist = hypot( normal.x * dot_p, normal.y * dot_p );
  92. } else if ( shape == SHAPE_SQUARE ) {
  93. float theta = atan( p.y - coord.y, p.x - coord.x ) - angle;
  94. float sin_t = abs( sin( theta ) );
  95. float cos_t = abs( cos( theta ) );
  96. rad = pow( abs( rad ), 1.4 );
  97. rad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );
  98. }
  99. return rad - dist;
  100. }
  101. struct Cell {
  102. // grid sample positions
  103. vec2 normal;
  104. vec2 p1;
  105. vec2 p2;
  106. vec2 p3;
  107. vec2 p4;
  108. float samp2;
  109. float samp1;
  110. float samp3;
  111. float samp4;
  112. };
  113. vec4 getSample( vec2 point ) {
  114. // multi-sampled point
  115. vec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) );
  116. float base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2;
  117. float step = PI2 / float( samples );
  118. float dist = radius * 0.66;
  119. for ( int i = 0; i < samples; ++i ) {
  120. float r = base + step * float( i );
  121. vec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist );
  122. tex += texture2D( tDiffuse, vec2( coord.x / width, coord.y / height ) );
  123. }
  124. tex /= float( samples ) + 1.0;
  125. return tex;
  126. }
  127. float getDotColour( Cell c, vec2 p, int channel, float angle, float aa ) {
  128. // get colour for given point
  129. float dist_c_1, dist_c_2, dist_c_3, dist_c_4, res;
  130. if ( channel == 0 ) {
  131. c.samp1 = getSample( c.p1 ).r;
  132. c.samp2 = getSample( c.p2 ).r;
  133. c.samp3 = getSample( c.p3 ).r;
  134. c.samp4 = getSample( c.p4 ).r;
  135. } else if (channel == 1) {
  136. c.samp1 = getSample( c.p1 ).g;
  137. c.samp2 = getSample( c.p2 ).g;
  138. c.samp3 = getSample( c.p3 ).g;
  139. c.samp4 = getSample( c.p4 ).g;
  140. } else {
  141. c.samp1 = getSample( c.p1 ).b;
  142. c.samp3 = getSample( c.p3 ).b;
  143. c.samp2 = getSample( c.p2 ).b;
  144. c.samp4 = getSample( c.p4 ).b;
  145. }
  146. dist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius );
  147. dist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius );
  148. dist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius );
  149. dist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius );
  150. res = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0;
  151. res += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0;
  152. res += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0;
  153. res += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0;
  154. res = clamp( res, 0.0, 1.0 );
  155. return res;
  156. }
  157. Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) {
  158. // get containing cell
  159. Cell c;
  160. // calc grid
  161. vec2 n = vec2( cos( grid_angle ), sin( grid_angle ) );
  162. float threshold = step * 0.5;
  163. float dot_normal = n.x * ( p.x - origin.x ) + n.y * ( p.y - origin.y );
  164. float dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y );
  165. vec2 offset = vec2( n.x * dot_normal, n.y * dot_normal );
  166. float offset_normal = mod( hypot( offset.x, offset.y ), step );
  167. float normal_dir = ( dot_normal < 0.0 ) ? 1.0 : -1.0;
  168. float normal_scale = ( ( offset_normal < threshold ) ? -offset_normal : step - offset_normal ) * normal_dir;
  169. float offset_line = mod( hypot( ( p.x - offset.x ) - origin.x, ( p.y - offset.y ) - origin.y ), step );
  170. float line_dir = ( dot_line < 0.0 ) ? 1.0 : -1.0;
  171. float line_scale = ( ( offset_line < threshold ) ? -offset_line : step - offset_line ) * line_dir;
  172. // get closest corner
  173. c.normal = n;
  174. c.p1.x = p.x - n.x * normal_scale + n.y * line_scale;
  175. c.p1.y = p.y - n.y * normal_scale - n.x * line_scale;
  176. // scatter
  177. if ( scatter != 0.0 ) {
  178. float off_mag = scatter * threshold * 0.5;
  179. float off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2;
  180. c.p1.x += cos( off_angle ) * off_mag;
  181. c.p1.y += sin( off_angle ) * off_mag;
  182. }
  183. // find corners
  184. float normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step );
  185. float line_step = line_dir * ( ( offset_line < threshold ) ? step : -step );
  186. c.p2.x = c.p1.x - n.x * normal_step;
  187. c.p2.y = c.p1.y - n.y * normal_step;
  188. c.p3.x = c.p1.x + n.y * line_step;
  189. c.p3.y = c.p1.y - n.x * line_step;
  190. c.p4.x = c.p1.x - n.x * normal_step + n.y * line_step;
  191. c.p4.y = c.p1.y - n.y * normal_step - n.x * line_step;
  192. return c;
  193. }
  194. float blendColour( float a, float b, float t ) {
  195. // blend colours
  196. if ( blendingMode == BLENDING_LINEAR ) {
  197. return blend( a, b, 1.0 - t );
  198. } else if ( blendingMode == BLENDING_ADD ) {
  199. return blend( a, min( 1.0, a + b ), t );
  200. } else if ( blendingMode == BLENDING_MULTIPLY ) {
  201. return blend( a, max( 0.0, a * b ), t );
  202. } else if ( blendingMode == BLENDING_LIGHTER ) {
  203. return blend( a, max( a, b ), t );
  204. } else if ( blendingMode == BLENDING_DARKER ) {
  205. return blend( a, min( a, b ), t );
  206. } else {
  207. return blend( a, b, 1.0 - t );
  208. }
  209. }
  210. void main() {
  211. if ( ! disable ) {
  212. // setup
  213. vec2 p = vec2( vUV.x * width, vUV.y * height );
  214. vec2 origin = vec2( 0, 0 );
  215. float aa = ( radius < 2.5 ) ? radius * 0.5 : 1.25;
  216. // get channel samples
  217. Cell cell_r = getReferenceCell( p, origin, rotateR, radius );
  218. Cell cell_g = getReferenceCell( p, origin, rotateG, radius );
  219. Cell cell_b = getReferenceCell( p, origin, rotateB, radius );
  220. float r = getDotColour( cell_r, p, 0, rotateR, aa );
  221. float g = getDotColour( cell_g, p, 1, rotateG, aa );
  222. float b = getDotColour( cell_b, p, 2, rotateB, aa );
  223. // blend with original
  224. vec4 colour = texture2D( tDiffuse, vUV );
  225. r = blendColour( r, colour.r, blending );
  226. g = blendColour( g, colour.g, blending );
  227. b = blendColour( b, colour.b, blending );
  228. if ( greyscale ) {
  229. r = g = b = (r + b + g) / 3.0;
  230. }
  231. gl_FragColor = vec4( r, g, b, 1.0 );
  232. } else {
  233. gl_FragColor = texture2D( tDiffuse, vUV );
  234. }
  235. }`
  236. };
  237. export { HalftoneShader };
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